"Overload: design or bug?" — the 4:02 day-one run runs on it; the against side posted "self-harm is free in speedruns" spreadsheets, the for side answered "the tooltip IS the mechanic." Both wait on the devs.

Breathedge 2
TURN-BASED TACTICAL RPG · D&D HEART · FAN MANUAL
Every option on the event card rewrites your run. We wrote down what each one does.
Start the Beginner GuideWhat is this game?
"A turn-based tactical RPG in a rich high-fantasy world inspired by tabletop classics like D&D. Lead a party of adventurers through an ever-changing world of strategic combat, costly quests and wonders — and make a name for yourself."
The Adventurers (Steam, August 31, 2026, official Chinese) — 110 reviews in two days, Very Positive. Terrain matters, initiative is currency, and the event table holds 60% of the text. The guild board, though, is nearly empty. This site is the other board.
Take on costly quests, and make a name for yourself in a world of opportunity and danger.
— the official store page
Play it now · OXYGEN RUN
No page jump: inertia drift, O2 warnings, coffin refills — the oxygen loop, playable in 90 seconds.
WASD or hold the screen to drift. Vacuum has inertia — brake early. Far debris pays more.
Full page: rules · scavenger boardThe Guild Board — what launch week is arguing about
Day one 17:20: a player with 80+ legacy and the orphan line finished "The Quiet Legacy" — no statue, no ballad, just a small swept grave. The screenshot went around; community consensus: best ending.
Day-one speedrun 4:02:37 (Glass Choir: Evoker Overload + Bard initiative, encounters evaporate in one round). Second place 4:31 on Thorn Garden.
@bait_master_9's "overwatch bait" clinic: walk your lowest-HP ally into enemy overwatch, step back — they burn the reaction shot, your line sets up. The title made him famous: "Bait with your Cleric, apologize, win."
"I never won a proper fight and finished the game" — the Event Choir post of the week. Negotiate, pick, pray; the event table as the main course.
Field Manual Index
Beginner Guide
The first four hours, minute by minute: opening trio, the good retreat, legacy math.
Adventurer Codex
Eight classes, kits and roles — Warden through Paladin.
Field Doctrine
Terrain, initiative, chokes, the overwatch bait — play it like chess.
Event Atlas
All option/outcome tables for twelve events, marked by who needs to be present.
Builds & Debates
Anvil, Glass Choir, Event Choir, Thorn Garden — recorded as heard.
Legacy & Endings
The legacy economy, the graveyard, four endings incl. the hidden one.
World Codex
Regions and factions: the Caravan League, the Congregation, the Gold Tooth.
Play: Bridge Skirmish
Turn-based tactics in 90 seconds — terrain, initiative, focus fire.
Why does this game need a guide?
- 1
The event table is the deep system: fixed option/outcome tables hidden behind a world that reshuffles every campaign — nobody has time to A/B that alone.
- 2
Initiative and terrain math are on the tin, but the tutorial teaches half of it (splash radius on high ground was community-found).
- 3
Party composition forks hard at minute zero, and the game stays quiet about who needs a Warden.
- 4
Legacy points are permanent, gear is not — the spend order matters across weeks, and the game never says so.

